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All I want for Xmas...


Sabat9

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ok, while everyone is giving me good answers, i'll be researching on my own how to do this, and i'll post what i figure out...

 

i need a script that will activate (enable) an "initially disabled" Havok FXObject when the Activator is clicked by the player, then de-activate (disable) the effect when the Activator is clicked a second time. It's a basic on/off function for an animated havok FX.

 

i've come up with a few things that haven't worked yet, using GetRefActivate commands and whathaveyou. I've tried clicking the "enable parent" button in the reference window, and setting the linked reference, but i think this function needs an actual script to work, as opposed to just changing settings on the objects.

 

The second part is to incorporate a Game Effect into either the immediate vicinity or the actual objects themselves, which will also be activated by clicking the activator. (the specific effect i'm wanting to use is the rads reduction effect.)

 

this should be pretty simple stuff for someone who knows the ropes a bit better than I do....so thanks in advance!

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It's actually a pretty easy script. For the object you wish to be enabled you need to make sure Persistent Reference is checked, Innitially Disabled is checked, and give it a Reference ID.

 

From there, you would simply attach this script to your activator object.

 

scn ScriptName

Short On

Begin OnActivate

If On == 0

ReferenceID.Enable
Set On to 1
Else
ReferenceID.Disable
EndIf

End

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hey great khat, that's it, man...thanks!

 

how do the "game effects" (i think that's what theyre under) work? the icon looks like a little black "T", maybe it's a rabbit coming out of a hat?

 

it's not a drag and drop item, so how do i implement it? what do i attach it to?

 

the effect im looking to use is "rad reduction" do these need to be attached to consumables, or can i integrate it into my objects somehow? Or can it just be a free form area effect that then gives the illusion of being tied in to my activator?

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I believe they can only work with a Consumable item and perks. Would you not be able to just have the item that is enabled/disabled a rad away? It would do the same thing. However, if your activator is supposed to spawn an item, that would be a completely different script (and would be best handled using a container) Otherwise, they use the activator once and that's it, no more.
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